Thursday, December 6, 2012
Guild Wars 2: How to Demonstrate Your Game World's Beauty
Part of the joy of open-world games comes from the rare moments of seemingly accidental beauty they provide. These are the gw2 gold games where it's probable to, say, come to the summit of a hill in Skyrim & see a foggy mountain in the distance from a brand new perspective. Or it is probable to creatively find yourself in a place you did not anticipate to be in, like crashing a vehicle to create a bridge in Far Cry 2.
Hugely multi-player role-playing games since Everquest could have actually been built on a model of strictly regimenting player behavior, however even those their potent moments. My favourite zone in World Of Warcraft was quite possibly the corrupted Elven forest of Feralas, a region which seemed to be in a perpetual sunset, enhanced by a lot of the better music in WOW. I often looked interesting techniques to view World Of Warcraft's geography. In Nagrand, I took my flying mount to each island hovering above the land. All were in simple terms barren, however I could see the beauty below, & anticipate what could be above.
I once tried to swim from the Swamp of Sorrows in the far southeast to the Badlands slightly north of there, although the cliffs surrounding Azeroth prevented my access, & so I slowly made my way north, crossing over half of the continent, till I arrived at the Hinterlands. I situated several beauty in the recycled, lifeless cliffs. I also had fun trying a jump my way up those cliffs, & even made a number of impossible progress. There are a bunch of players who hop around the world searching for surprise holes or ways to reach the previously unreachable. A lot of do this to trigger chaos, & grief other players. However a lot of are just in search of the real boundaries of the game world. I liked watching them do this and reading about their exploits, though rarely felt encouraged to do so myself.
When I started up Star Wars: The Old Republic, there were one of a kind "Holocrons" scattered across the maps, which required a certain amount of looking nooks & crannies early on. As you progressed into more troublesome zones, finding the holocrons became more of a matter of looking them up on Google or YouTube. The thought about pushing buy guild wars 2 gold players into the more hidden locations of the map is a awesome one, however the rewards promised by the holocrons—permanent stat increases, unavailable anywhere else—made them feel more mandatory than fun. Combined with the need to analysis their locations externally, they became more of an annoyance than a chance to show off the detail of the game world.
There is a sweet spot of exquisite visuals, of mechanical reward, & of exploratory gameplay that one game, finally, managed to hit. Guild Wars two has many "vistas" scattered all through each of its regions. The point at the end is labeled on the map, and you get an experience reward once you find your way there. Yet honestly getting to the vistas can be difficult. Not most often adequate that you need to look up how it's done—but troublesome enough that when you figure it out, there's a rush of success. After which, the reward of the game showing off its detailed, amazing locations. Nothing gave me more joy in Guild Wars 2 than finding these points on the map, attempting to access them, and then discovering how the game encouraged me to see its world.
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